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@ -517,42 +517,6 @@ class GravityWalker(DirectObject.DirectObject):
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Vec3.right() * slideDistance)
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if self.vel != Vec3.zero() or self.priorParent != Vec3.zero():
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if 0:
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# rotMat is the rotation matrix corresponding to
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# our previous heading.
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rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
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step=(self.priorParent * dt) + rotMat.xform(self.vel)
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self.avatarNodePath.setFluidPos(Point3(
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self.avatarNodePath.getPos()+step))
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if 0:
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# rotMat is the rotation matrix corresponding to
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# our previous heading.
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rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), self.lifter.getContactNormal())
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step=rotMat.xform(self.vel) + (self.priorParent * dt)
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self.avatarNodePath.setFluidPos(Point3(
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self.avatarNodePath.getPos()+step))
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if 0:
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# rotMat is the rotation matrix corresponding to
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# our previous heading.
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rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
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forward = Vec3(rotMat.xform(Vec3.forward()))
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up = Vec3(rotMat.xform(self.lifter.getContactNormal()))
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rotMat2=Mat3()
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headsUp(rotMat2, forward, up)
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#rotMat2=Mat3.rotateMatNormaxis(0.0, )
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step=rotMat2.xform(self.vel) + (self.priorParent * dt)
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if 0:
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onScreenDebug.add("a getH()", self.avatarNodePath.getH())
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onScreenDebug.add("a forward", forward.pPrintValues())
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onScreenDebug.add("a up", up.pPrintValues())
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onScreenDebug.add("a Vec3.forward()", Vec3.forward().pPrintValues())
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onScreenDebug.add("a Vec3.up()", Vec3.up().pPrintValues())
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onScreenDebug.add("a Vec3.right()", Vec3.right().pPrintValues())
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onScreenDebug.add("a contactNormal()", self.lifter.getContactNormal().pPrintValues())
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onScreenDebug.add("a rotMat", rotMat.pPrintValues())
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onScreenDebug.add("a rotMat2", rotMat2.pPrintValues())
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self.avatarNodePath.setFluidPos(Point3(
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self.avatarNodePath.getPos()+step))
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if 1:
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# rotMat is the rotation matrix corresponding to
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# our previous heading.
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rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
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@ -564,47 +528,20 @@ class GravityWalker(DirectObject.DirectObject):
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step=self.vel + (self.priorParent * dt)
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self.avatarNodePath.setFluidPos(Point3(
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self.avatarNodePath.getPos()+step))
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if 0:
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if 1:
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# rotMat is the rotation matrix corresponding to
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# our previous heading.
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rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
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forward = Vec3(rotMat.xform(Vec3.forward()))
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right = Vec3(rotMat.xform(Vec3.right()))
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up = Vec3(rotMat.xform(self.lifter.getContactNormal()))
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rotMat2=Mat3()
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headsUp(rotMat2, up, right)
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newForward = Vec3(rotMat2.xform(Vec3.right()))
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newRight = Vec3(rotMat2.xform(Vec3.up()))
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if 1:
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onScreenDebug.add("a getH()", self.avatarNodePath.getH())
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onScreenDebug.add("a forward", forward.pPrintValues())
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onScreenDebug.add("a up", up.pPrintValues())
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onScreenDebug.add("a Vec3.forward()", Vec3.forward().pPrintValues())
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onScreenDebug.add("a Vec3.up()", Vec3.up().pPrintValues())
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onScreenDebug.add("a Vec3.right()", Vec3.right().pPrintValues())
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onScreenDebug.add("a contactNormal()", self.lifter.getContactNormal().pPrintValues())
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onScreenDebug.add("a rotMat", rotMat.pPrintValues())
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onScreenDebug.add("a rotMat2", rotMat2.pPrintValues())
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onScreenDebug.add("b newForward", newForward.pPrintValues())
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onScreenDebug.add("b newRight", newRight.pPrintValues())
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self.vel=Vec3(newForward * distance +
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newRight * slideDistance)
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forward = self.lifter.getContactNormal().cross(Vec3.right())
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forward = Vec3(rotMat.xform(forward))
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self.vel=Vec3(forward * distance)
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if slideDistance:
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right = forward.cross(self.lifter.getContactNormal())
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right = Vec3(rotMat.xform(Vec3.right()))
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self.vel=Vec3(self.vel + right * slideDistance)
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step=self.vel + (self.priorParent * dt)
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self.avatarNodePath.setFluidPos(Point3(
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self.avatarNodePath.getPos()+step))
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if 0:
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# rotMat is the rotation matrix corresponding to
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# our previous heading.
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rotMat=Mat3.rotateMatNormaxis(self.avatarNodePath.getH(), Vec3.up())
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forward = Vec3(rotMat.xform(Vec3.forward()))
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up = Vec3(rotMat.xform(self.lifter.getContactNormal()))
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rotMat2=Mat3()
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forward.setZ(forward.getZ() * up.getZ())
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#rotMat2=Mat3.rotateMatNormaxis(0.0, )
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#step=rotMat2.xform(self.vel) + (self.priorParent * dt)
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step=rotMat.xform(self.vel) + (self.priorParent * dt)
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self.avatarNodePath.setFluidPos(Point3(
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self.avatarNodePath.getPos()+step))
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self.avatarNodePath.setH(self.avatarNodePath.getH()+rotation)
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else:
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self.vel.set(0.0, 0.0, 0.0)
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